Topic:   Very Important: New SC Universal Build   (Read 23463 times)


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Very Important: New SC Universal Build
« on: October 25, 2009, 06:15:54 AM »

Gan


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Re: Very Important: New SC Universal Build
« Reply #1 on: October 25, 2009, 09:46:40 AM »
Whoa. I'm going to try the mini mmo engine on this. If things turn out well, I may just leave Xcode for Sc...


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Re: Very Important: New SC Universal Build
« Reply #2 on: October 25, 2009, 09:56:09 AM »
After finishing the iPhone project, I assume?

Anyway it's awesome, thanks Mike!

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Re: Very Important: New SC Universal Build
« Reply #3 on: October 25, 2009, 10:12:14 AM »
Yeah, of course. ;)
The space navigation engine runs extremely fast on this. It's awesome.
Hey Mike, how hard would it be if you could make a function to just draw an image on screen? Without it being a sprite or holding extra data? Ooh... drawing commands to draw shapes and such... *Drools*
Though I'd expect this to take a bunch of recoding of your current system as I don't believe you actually run any runtime code in your drawing method.


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« Last Edit: October 25, 2009, 10:15:30 AM by Gandolf »

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Re: Very Important: New SC Universal Build
« Reply #4 on: October 25, 2009, 10:16:12 AM »
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Hey Mike, how hard would it be if you could make a function to just draw an image on screen? Without it being a sprite or holding extra data?
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GMG Mike


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Re: Very Important: New SC Universal Build
« Reply #5 on: October 25, 2009, 11:13:37 AM »
There is only one way I could reliably support drawing circles and such.

There would be a Paint event, and you would have to do ALL of your drawing there. You can't draw anywhere else, EXCEPT if you are calling a method from the Paint event, then you can draw in the method.

The Paint event would fire right before the runtime is about to draw the screen. This means you could paint some circles, boxes, text, etc. over the final image right before it is drawn.

It would not be too hard to add, and it would open up some new possibilities.

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Re: Very Important: New SC Universal Build
« Reply #6 on: October 25, 2009, 11:29:09 AM »
That would be awesome. :)
Titanium Forge did that for drawing everything and it worked out well. It'd be amazing to use such things in Sc.


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Re: Very Important: New SC Universal Build
« Reply #7 on: October 25, 2009, 12:13:09 PM »
I have a preliminary Paint event implemented, although there are no DRAW commands yet. There is also a Global Paint event. The whole program crashes if you have a runtime error in the Paint event so I need to fix that before I can continue.

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Re: Very Important: New SC Universal Build
« Reply #8 on: October 25, 2009, 12:34:16 PM »
So does SC UB compile for windows as well? :)
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Re: Very Important: New SC Universal Build
« Reply #9 on: October 25, 2009, 12:36:34 PM »
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So does SC UB compile for windows as well? :)


No. Right now I only have the Personal license which does not compile for Windows (well, it will compile the 10 day / 5 minute time limit programs)

The upgrade costs like $100. You can send donations via PayPal  ;D

Or I may sell the Windows runtime as an add-on for $15 or something like that.
« Last Edit: October 25, 2009, 12:38:31 PM by Mike_Richardson »

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Re: Very Important: New SC Universal Build
« Reply #10 on: October 25, 2009, 12:57:39 PM »
That looks sweet, if I still had a mac easily accessible I would look at it right now.

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Re: Very Important: New SC Universal Build
« Reply #11 on: October 25, 2009, 01:27:41 PM »


A little teaser.

EVERYTHING is drawn using new commands. If you run the game again then ticks increases.

You will also be able to specify an image from disk and draw it on screen with a particular scaling. Useful if you just need to show some incidental image. Not recommended for use as a sprite replacement though.
« Last Edit: October 25, 2009, 01:30:08 PM by Mike_Richardson »

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Re: Very Important: New SC Universal Build
« Reply #12 on: October 25, 2009, 02:01:17 PM »
If I send you a hundred bucks will we get a free PC version? I'm completely serious!

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Re: Very Important: New SC Universal Build
« Reply #13 on: October 25, 2009, 02:15:34 PM »
:D This is so awesome. With drawing an image directly to the screen, I can have an infinite(Or near) amount of sprites. To bump up performance of possibly having this as a replacement for sprites, you'd probably need an image variable where you can store images in ram without having to constantly get the same image from the hard drive each time it is viewed.


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« Last Edit: October 25, 2009, 02:17:15 PM by Gandolf »

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Re: Very Important: New SC Universal Build
« Reply #14 on: October 25, 2009, 04:26:25 PM »
This is very awesome!

While I am not planning on leaving flash for this application (I <3 flash.) I am very excited about it and will definitely (once it is done) suggest it to my friends when they are trying to learn programming.

Mist
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"Then I'll tell the truth. We're allowed to do that, in emergencies. We can't plan for everything, you know."
   -Colonel Graff, Ender&